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ICBC, Alibaba, and Ant Financial Enter Comprehensive
ICBC, Alibaba and Ant Financial Form Comprehensive Strategic Partnership Bringing enhanced fintech and financial services to users Beijing, China, December 16th, 2019 – Industrial and Commercial Bank of China (“ICBC”), Alibaba Group (“Alibaba”), and Ant Financial Services Group (“Ant Financial”) today entered a comprehensive strategic partnership to enhance the services available to users by deepening their level of cooperation in the key areas of fintech and financial services. Under the partnership agreement, parties will work together more closely, improving the quality of fintech offerings by using smart technologies and product innovation. To take financial services forward, the partners will use their collective experience and expertise to focus on areas that include electronic payment settlement, cross-border finance, and scenario-based financial services. “Complementing each other’s strength, ICBC and the Alibaba digital economy have been working together to build a range of products. Our cooperation expands beyond payment and e-commerce to more areas including global corporate finance, scenario-based finance and financial innovation. We hope to generate more chemistry to promote innovations in Chinese finance industry and further improve the quality of finance services in the coming future,” said Chen Siqing, Chairman of ICBC. The collaboration started as early as March 2005 when Alipay and ICBC joined hands to offer online payment services to users. ICBC was the first bank in China to partner with Alipay to deliver online payments, demonstrating the bank’s innovation and inclusivity. “Alibaba Group and Ant Financial highly value our long-standing relationship with ICBC. Their commitment to building a better future has helped fuel the rapid growth of Alipay as well the broader digital economy in China,” said Daniel Zhang, Chairman and CEO of Alibaba Group. -
Chapter # 1 Introduction
Chapter # 1 Introduction Mobile applications (apps) have been gaining rising popularity dueto the advances in mobile technologies and the large increase in the number of mobile users. Consequently, several app distribution platforms, which provide a new way for developing, downloading, and updating software applications in modern mobile devices, have recently emerged. To better understand the download patterns, popularity trends, and development strategies in this rapidly evolving mobile app ecosystem, we systematically monitored and analyzed four popular third-party Android app marketplaces. Our study focuses on measuring, analyzing, and modeling the app popularity distribution, and explores how pricing and revenue strategies affect app popularity and developers’ income. Our results indicate that unlike web and peer-to-peer file sharing workloads, the app popularity distribution deviates from commonly observed Zipf-like models. We verify that these deviations can be mainly attributed to a new download pattern, to which we refer as the clustering effect. We validate the existence of this effect by revealing a strong temporal affinity of user downloads to app categories. Based on these observations, we propose a new formal clustering model for the distribution of app downloads, and demonstrate that it closely fits measured data. Moreover, we observe that paid apps follow a different popularity distribution than free apps, and show how free apps with an ad-based revenue strategy may result in higher financial benefits than paid apps. We believe that this study can be useful to appstore designers for improving content delivery and recommendation systems, as well as to app developers for selecting proper pricing policies to increase their income. -
The Data Behind Netflix's Q3 Beat Earnings
The Data Behind Netflix’s Q3 Beat Earnings What Happened -- Earnings per share: $1.47 vs. $1.04 expected -- International paid subscriber additions: 6.26 million vs. 6.05 million expected -- Stock price surged more than 8% in extended trading Grow your mobile business 2 Apptopia’s data was a strong leading indicator of new growth -- Netflix increased new installs of its mobile app 8.4% YOY and 13.5% QOQ. -- New international installs of Netflix are up 11.3% YOY and 17.3% QOQ. -- New domestic installs of Netflix are down 3.6% YOY and 8.3% QOQ. Grow your mobile business 3 Other Indicators of Netflix’s Q3 2019 performance Netflix Domestic Growth YoY Netflix Global Growth YoY Q3 2018 - 19 Q3 2018 - 19 Netflix +6.4% Netflix +21.4% Reported: Paid Reported: Paid Subscribers Subscribers Apptopia +7.2% Apptopia +15.1% Estimate: Time Estimate: Time Spent In App Spent In App Apptopia +7.7% Apptopia +16% Estimate: Mobile Estimate: Mobile App Sessions App Sessions Grow your mobile business Other Indicators of Netflix’s Q3 2019 performance -- Netflix reported adding 517k domestic paid subscriber vs. 802k expected -- Its growth this quarter clearly came from international markets -- More specifically, according to Apptopia, it came from Vietnam, Indonesia, Saudi Arabia and Japan Grow your mobile business We’ve Got You Covered Coverage includes 10+ global stock exchanges and more than 3,000 tickers. Restaurants & Food Travel Internet & Media Retail CHIPOTLE MEXICAN CRACKER BARREL ALASKA AIR GROUP AMERICAN AIRLINES COMCAST DISH NETWORK ALIBABA GROUP AMBEST BUY -
Chinese Makers Roll out Wave of Apple Watch Lookalikes 12 March 2015, Byjoe Mcdonald
Chinese makers roll out wave of Apple watch lookalikes 12 March 2015, byJoe Mcdonald taking steps to reduce the problem. The flood of "me too" smartwatches reflects China's mix of skilled electronics manufacturers and a growing consumer market for bargain-price style. Most of the world's personal computers and mobile phones are assembled in China. But this country's own companies are only starting to develop design skills and the ability to create breakthrough products. That has led to the rise of an industry known as "shanzhai," or "mountain forts"—hundreds of small, anonymous manufacturers that quickly copy the An e-commerce website with a vendor selling the "Apple design or features of popular foreign mobile phones Smart Watch Bluetooth Bracelet" starting from 288 yuan or other products at a fraction of the price. (US$45) is displayed on a computer screen in Beijing Thursday, March 12, 2015. A month before Apple Inc.'s At least eight vendors on Taobao advertised smartwatch hits the market, China's thriving copycat watches as "Apple Watch" or "Apple Watch manufacturers are selling lookalikes, some openly lookalike." Most said they were compatible with advertised as Apple copies. (AP Photo/Ng Han Guan) Apple's iOS or Google Inc.'s rival Android operating system. A month before Apple Inc.'s smartwatch hits the market, China's thriving copycat manufacturers are selling lookalikes, some openly advertised as Apple copies. "Apple Smart Watch with Bluetooth Bracelet," says one vendor on Alibaba Group's popular Taobao e- commerce website. Photos on the vendor's page appear to be the real Apple Watch. -
Chinese Internet Companies and Their Quest for Globalization
International Conference on Information, Business and Education Technology (ICIBIT 2013) Chinese Internet Companies and Their Quest for Globalization Harlan D. Whatley1 1Swiss Management Center, Zurich, Switzerland Abstract players in the technology market (Sun, 2009). Chinese internet companies have seen an This qualitative research paper unprecedented growth over the past explores the quest for globalization of decade. However, very few are two successful Chinese internet recognized brands outside of China while companies: Baidu and Tencent Holdings. some seek to develop their brands in In this case study, the focus is on the foreign markets. This paper analyzes the marketing strategies of these expanding marketing strategies of two internet multinational enterprises and the companies: Baidu and Tencent and their challenges they face to become quest for globalization. recognized as global brands. All of the firms in this study were founded as Keywords: Baidu, Tencent, internet, private enterprises with no ownership ties branding, marketing, globalization, China to the Chinese government. Furthermore, an analysis of the countries and markets 1. Introduction targeted by the firms is included in the study. In addition to a review of the Innovation efforts by technology current academic literature, interviews companies in China are driven by adding were conducted with marketing and significant value to imported foreign strategy professionals from the technologies or by developing new perspective firms as well as journalists products to satisfy specific domestic that closely follow Chinese internet firms demands (Li, Chen & Shapiro, 2010). and the technology sector. This study on Firms in the emerging market of China do the globalization of Chinese internet not possess the R&D resources that their firms will contribute to marketing developed Western counterparts have. -
Astor BK Realty Trust, Et Al. V. Shanda Games Limited, Et Al. 18-CV-02463
Case 1:18-cv-02463-ALC Document 1 Filed 03/19/18 Page 1 of 23 UNITED STATES DISTRICT COURT SOUTHERN DISTRICT OF NEW YORK ASTOR BK REALTY TRUST, on behalf of itself and all others similarly situated, Case No. _______________ Plaintiff, CLASS ACTION COMPLAINT vs. FOR VIOLATIONS OF SECTIONS 10(b), 14(a) AND 20(a) SHANDA GAMES LIMITED, YINGFENG OF THE SECURITIES ZHANG, LI YAO, LIJUN LIN, HENG WING EXCHANGE ACT OF 1934 CHAN, YONG GUI, SHAOLIN LIANG, and DANIAN CHEN, JURY TRIAL DEMANDED Defendants. CLASS ACTION COMPLAINT Plaintiff Astor BK Realty Trust (“Plaintiff”), on behalf of itself and all others similarly situated, by and through its attorneys, alleges the following upon information and belief, including investigation of counsel and review of publicly-available information, except as to those allegations pertaining to Plaintiff, which are alleged upon personal knowledge: NATURE OF THE ACTION 1. This is a class action brought by Plaintiff on behalf of itself and the other former ordinary stockholders and owners of American Depositary Shares (“ADS”) of Shanda Games Limited (“Shanda” or the “Company”) except Defendants (defined below) and their affiliates, against Shanda, Yingfeng Zhang (“Zhang”), Shanda’s Chief Executive Officer and Chairman of its board of directors, Li Yao (“Yao”), Shanda’s Chief Financial Officer and a Director, and the other members of Shanda’s board of directors (together with Zhang and Yao, the “Board” or the “Individual Defendants”) for their violations of Section 10(b), 14(a) and 20(a) of the Securities Case 1:18-cv-02463-ALC Document 1 Filed 03/19/18 Page 2 of 23 Exchange Act of 1934 (the “Exchange Act”), 15.U.S.C. -
Universal Music Group and Tencent Music Entertainment Group Enter Into Strategic Agreement Significantly Expanding Chinese Music Market
UNIVERSAL MUSIC GROUP AND TENCENT MUSIC ENTERTAINMENT GROUP ENTER INTO STRATEGIC AGREEMENT SIGNIFICANTLY EXPANDING CHINESE MUSIC MARKET – Provides Vast Multi-Platform Distribution and Marketing Opportunities Across China – Companies to Develop Abbey Road Studios China to Create World-Class Recording Studio and Accelerate Development of Local Talent SHENZHEN and SANTA MONICA, MAY 16, 2017 – Universal Music Group (UMG), the world leader in music-based entertainment, and Tencent Music Entertainment Group (TME), a leading digital music distribution platform in China, today announced the signing of a landmark licensing agreement that will significantly expand the Chinese music market. Under the terms of the multi-year agreement, TME will distribute music from UMG’s roster of record labels and global recording stars on its streaming platforms QQ Music, KuGou and Kuwo. TME will also be UMG’s master distribution and licensing partner to exclusively sub-license UMG’s content to third- party music service providers in China. Both parties will work together to find new ways to develop artists, to innovate business models and to reinforce a robust copyright protection environment. In addition, TME will support UMG artists to promote their music, leveraging Tencent online properties and other media channels. In China, TME is one of the largest music platforms, providing over 17 million songs to 600 million monthly active users. TME is a strong advocate of authorized music and has earned industry recognition for driving growth in the digital music industry, with more than 15 million paying subscribers. UMG represents one of the most comprehensive catalogues of recordings and songs across every music genre. -
LAN Messenger
SVERIAN Scientific LAN Messenger Pooja Purohit, Sakhare Shital, Kothari Rasika and Jadhav Dipali Department of Computer Engineering, SVERI’s College of Engineering (Poly.), Pandharpur Student Article Abstract: This is LAN messenger application; it’s a social media project for Final year college students. It is a Client – server application program developed in Visual Studio 2005 (VB .NET). Here the individual can chat with other individual through LAN connection. Even they can exchange file through one computer to other. Administrator can view chat logs through server. Here no need of Internet access. This application can be used in all workplace which is helpful in submitting information and to connect with workplace staff. Introduction: A LAN messenger is an instant messaging program designed for use within a single local area network (LAN). Many LAN messengers offer basic functionality for sending private messages, file transfer , chat rooms and graphical smileys . The advantage of using a simple LAN messenger over a normal instant messenger is that no active Internet connection or central server is required - and only people inside the firewall will have access to the system. LAN messenger is an easy to use, server based LAN messaging application for effective communication. It is correctly identified and works under all operating systems with unlimited user accounts and is the only secure messenger. The simple interface makes special training needless . Literature Review: The LM uses two-tier client server architecture as shown in figure 1. The application handling is completed separately for database queries and updates and for business logic processing and user interface presentation. -
FAANG+ UCITS Fund Is a Sub-Fund Within AQA Broad Representation of the Market, the Due to Their High Growth Potential
+ www.castlestonemanagementllc.com Fund Objective The investment objective of the Sub-Fund is to generate capital growth mainly through exposure to the development, advancement and use of technology. The Sub-Fund will be invested in global technology equities some of which are familiarised by the acronym “FAANG” defining the most well-known technology equities. Apart from the FAANG equities, the Sub-Fund will also invest in other large technology stocks. Up to 100% of the assets of the Sub-Fund may be invested in equities. Why invest in FAANG+ UCITS Growth Market Leaders in Inflows from Passive Broad Exposure to Global Story Different Sectors Investors Technology Companies FAANG+ offers exposure UCITS diversified portfolio The S&P 500 is a market FAANG+ holds names to companies that of the leading technology capitalisation weighted Index. diversified across the dominate the stocks in the S&P 500 The market cap of the Information Technology, technology sector and Index and MSCI World FAANG+ stocks represent Communication Services, have a history of strong Index. Exposure to some approximately 23% of the Financial and Consumer growth over the long- of the largest tech S&P 500 Index. This means Discretionary sectors, spread term. companies in the US, that for every $100 being throughout four global China, Taiwan, Korea, invested into the S&P 500 geographic locations. Europe. Index, approximately $23 is being invested into FAANG stocks and Microsoft. Sectors and Weightings (%) SECTORS & WEIGHTINGS (%)* TOP 10 HOLDINGS (%)* INFORMATION TECHNOLOGY -
Wenbo Chen-Thesis.Pdf (517.6Kb)
Contextual Innovation and R&D Strategy 1 Contextual Innovation and R&D Strategy An Analysis of the Competitive Advantage of Social Media Companies in China Senior Research Thesis Presented in partial fulfillment of the requirements for graduation with Research Distinction in Economics in the undergraduate colleges of The Ohio State University by Wenbo Chen Bachelor of Arts The Ohio State University October 2014 Thesis Committee: Professor Bruce W. Bellner (Chair) Department of Economics, College of Arts and Sciences Professor Mona Makhija Department of Management and Human Resources, Fisher College of Business Professor Oded Shenkar Department of Management and Human Resources, Fisher College of Business Contextual Innovation and R&D Strategy 2 Copyright statement: This copy of the thesis has been supplied on condition that anyone who consults it is understood to recognize that the copyright rests with its author and that no quotation from the thesis and no information derived from it may be published without the prior written consent of the author and of the university (as may be appropriate). ©2014 Wenbo Chen All Rights Reserved Contextual Innovation and R&D Strategy 3 Acknowledgement I sincerely thank my project advisor professor Bruce W. Bellner for introducing me to the field of strategic management and sharing his insights on both economics and business. I thank professor Mona Makhija for her tremendous insights on helping me develop my initial research question and providing rigorous training on research. I thank professor Oded Shenkar for his interest on my research and providing guidance on research methods. I thank all of you for your interest on social media in China. -
Esports – Who Are the Big Players and the Likely
Esports – Who are the big players and the likely winners Millennial driven esports continues to grow rapidly. The number of esports enthusiasts worldwide was estimated to be ~165 million in 2018, and for total global viewers, the forecast is ~453 million in 2019. Esports global revenue is forecast to pass US$1b in 2019 and by 2022 the global eSports market revenue is forecast to reach US$1.79 billion growing at a CAGR of 22.3%. The big players in esports Activision Blizzard Inc. (NASDAQ: ATVI) Activision Blizzard owns the popular Overwatch League as well as World of Warcraft, StarCraft, Diablo, and Hearthstone. In 2018 Activision Blizzard signed a multiyear deal with Walt Disney to broadcast the Overwatch League. As of March 2018, it was the largest game company in the Americas and Europe in terms of revenue and market capitalization. Activision Blizzard has several business units: Activision Publishing, Blizzard Entertainment, King, Major League Gaming,and Activision Blizzard Studios. Alphabet Inc. (NASDAQ: GOOGL) Alphabet (Google) has a new cloud gaming platform called Stadia. It operates games hosted on remote servers and then streams video content to connected devices, including smartphones, tablets, computers and TVs. Other competitors in the streaming space include Amazon (Twitch), Facebook, Twitter, Microsoft, Tencent, and Alibaba. Amazon (NASDAQ: AMZN) Amazon’s Twitch leads the online USA streaming market. Amazon acquired Twitch for nearly $1 billion in 2014. Twitch is only a very small percentage of Amazon’s massive revenue. Electronic Arts Inc. (NASDAQ: EA) Electronic Arts is an American video game company headquartered in California. It is the second-largest gaming company in the Americas and Europe by revenue and market capitalization. -
Acceptable Use of Instant Messaging Issued by the CTO
State of West Virginia Office of Technology Policy: Acceptable Use of Instant Messaging Issued by the CTO Policy No: WVOT-PO1010 Issued: 11/24/2009 Revised: 12/22/2020 Page 1 of 4 1.0 PURPOSE This policy details the use of State-approved instant messaging (IM) systems and is intended to: • Describe the limitations of the use of this technology; • Discuss protection of State information; • Describe privacy considerations when using the IM system; and • Outline the applicable rules applied when using the State-provided system. This document is not all-inclusive and the WVOT has the authority and discretion to appropriately address any unacceptable behavior and/or practice not specifically mentioned herein. 2.0 SCOPE This policy applies to all employees within the Executive Branch using the State-approved IM systems, unless classified as “exempt” in West Virginia Code Section 5A-6-8, “Exemptions.” The State’s users are expected to be familiar with and to comply with this policy, and are also required to use their common sense and exercise their good judgment while using Instant Messaging services. 3.0 POLICY 3.1 State-provided IM is appropriate for informal business use only. Examples of this include, but may not be limited to the following: 3.1.1 When “real time” questions, interactions, and clarification are needed; 3.1.2 For immediate response; 3.1.3 For brainstorming sessions among groups; 3.1.4 To reduce chances of misunderstanding; 3.1.5 To reduce the need for telephone and “email tag.” 3.2 Employees must only use State-approved instant messaging.